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[Dev] Hellmouth Revival

Discussion on [Dev] Hellmouth Revival within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 01/04/2011, 11:35   #211
 
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I don't doubt that you will get loads of players. As soon as the beta starts and the basics are done, the server will start filling up and as soon as you start adding events along with the basics, you will be #1 in no time since you sure are a great coder .

#Edit: Thanks for giving us some info.
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Old 01/05/2011, 17:35   #212
 
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Kinda hungover atm but I FINALLY took the time to re-write the main attack handling code... It was a mess before.

I need to start stripping out the old code (I've already replaced it within the source) but it works quite simply now.

When you want to damage a target (handles EVERYTHING related to damage) you simply do Damage(Attacker, Attacked, Damage, Show);. if you're already showing the attack through say... fastblade or an aoe or w/e you just set that to false and it doesn't update. If someone dies you just do Kill(Attacker, Attacked, Damage) and it handles everything from setting their hp, death effects and killed time all the way to pk points and ****. Makes this all SOOO much simpler.


I converted the code for all existing spells and the original thing I added to the new system was an aoe attack method so this means I can code some other simple skills right now. I'll do an arc attack method a bit later today and that should cover all the basic skills.


Once I get basic skills coded with the new systems I'll try to get working on some of the other main stuff we need done for beta
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Old 01/05/2011, 21:06   #213
 
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Thanks for updating us on the source progress.
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Old 01/07/2011, 09:45   #214
 
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Keep up the great work!
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Old 01/07/2011, 15:52   #215
 
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So I renewed the domain and purchased a second domain for the server lastnight.

We still own (will be set to a real website whenever I bother doing that lol) and I also went ahead and purchased .

My PLAN is to actually do some coding today as I finally don't have any real plans. Hopefully we can work on actually getting stuff online. Just been lots going on in real life, you guys know the drill ^^
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Old 01/09/2011, 20:49   #216
 
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Ok so I've thrown up a temporary website for the project now. I've been meaning to put something together but lizzo was kind enough to make us a basic template for the server. This should work nicely for now ^^

Note: Server is NOT online yet. We'll be putting some test version together soon enough though. Keep an eye on the thread for when it's actually online.

For now I've decided instead of doing a basic reg page I'll just have it make acct on login (there's really no reason to do a reg page for this stage of server as there will be lots of wipes and stuff.)

Plan is I'm going to code a few more skills and maybe throw some revivers onto the server so ppl can mess around with jail and then we'll add features after we test out the main things. Waiting for arco to get back and send me his version so I can start adding the rest of the needed things to it and then we'll be ready to go (I'd say something playable in a day or two)



DAQ is now implemented and in testing.

So far I'm not handling anything complicated with it... just Change Mesh/hp/mana and despawn entity. Very useful lol.

Converted player deaths to the new DAQ system to change their mesh to ghost 2 seconds after they are killed.

Other updates are done but again... doing 1 thing at a time right now ^^
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Old 01/10/2011, 02:57   #217
 
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so is it gonna be online tonight ?
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Old 01/10/2011, 04:12   #218
 
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Quote:
Originally Posted by kiiD2NiCe View Post
so is it gonna be online tonight ?
I have my first day of classes tomorrow... But we'll see how much I get done.


So I just tested some of the code arco was working on and I feel it deserves a small shoutout


We have the packets all set up for most of the other arena features... just working on testing things out first though.











I'm now adding a proper status effect flag system and adding in the effect enums for the new stuff...


Hellmouth: Revival... now with polygamy!

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Old 01/10/2011, 05:08   #219
 
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Quote:
Originally Posted by pro4never View Post
So I just tested some of the code arco was working on and I feel it deserves a small shoutout
It sure is pretty amazing
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Old 01/10/2011, 05:29   #220
 
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Pro4never where do u go to school?
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Old 01/10/2011, 05:40   #221
 
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Quote:
Originally Posted by TruckCo.1 View Post
Pro4never where do u go to school?
Queen's


<Edit>

logged all the second batch of status effects and added a new effect handler using the DAQ system (so just like new action(removeeffect, enum, when) and it automatically removes at that time. I'm VERY excited about doing a proper capture the flag system


<Edit2>
Arena lists all top 10 players now (it was hardcoded before to show yourself)

Arena points are gained/lost through normal pking in the world as well as wining/losing a fight. You will NOT gain points from people outside your level range or who do not have any (also you gain less than they lose so it's not like you wanna just farm them all)

Whirlwindkick works... problem with it when it actually targets people. it works diff from other attacks so I'm gonna have to do a different handler for it I suppose. Regardless it does work for now.




Pics:



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Old 01/10/2011, 09:10   #222
 
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looking good!
whats this DAQ System? must of missed a post somewhere :L
well done arco on the areana system ;D
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Old 01/10/2011, 09:29   #223
 
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DAQ is something I thought up to handle multiple forms of actions through a single thread virtually eliminating the need for seperate threads, datetime checks or thread sleeps.

Basically what it is is a queue that organizes itself with the next item to expire. It contains a generic value and a action type. Because of that I can queue up any actions I want to occur and just let them play out.

IE: when starting a tournament I might have 10 different countdown msgs I want to display.. isntead of doing some messy tournament thread to try to get them all to send to the right people at the right time I can just add a subtype for Announcement which holds a string and do something like...

ServerActions.Enqueue(new Action(Type, Value, ExpiresIn)); and it will run through the same thread as all other actions.

Currently I'm only using it for a few things but it has lots of possibilities.

-Change mesh (to ghost after death but could just the same be used to change out of a disguise skill)
-Remove status effects
-Remove Entity (dead mobs for example)
-Recalculate top arena players (I don't feel the need to update it constantly... seems like a waste so one of the actions which calls itself every few hours updates the top players board for arena

I have other subtypes coded such as +- hp/mana and stuff but that's all down the road (DoT/HoT's!)


<edit>

More stuff done including some monk skills.

Current monk skills I've bothered to code are...

-Oblivion (it's just for effect as exp is not an issue till after mobs are all done)
-Whirlwind Kick
-Radiant Palm

I doubt I'll bother with most of the other skills although maybe I'll do the shackle/purify skills once I actually bother coding some events that could make use of the skills... We'll see ^^.

Coded basic magic skills/skill costs including tornado (not bothered with full proper mdmg calcs so I'll be keeping a close eye on tao dmg as we progress into beta

<edit>

Triple attack coded! Works nicely along with other passive skills (still need to do the aoe/arc wep skills but w/e!)



Coded dragon whirl but I don't really see the point to it... it's an even more overpowered version of hurc? I'm thinking I'll give it low dmg but a medium chance to cause confusion on targets (reversed movement) for a short time. It'll be sort of a trojan version of a stun they can use in certain situations I'm thinking but if you leave it as it is on real co... huge range and higher dmg than fb lol!
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Old 01/11/2011, 01:40   #224
 
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Ok so I've decided to allow some testing although it's FAR from truly 'ready'.

DISCLAIMER:

This is a very early public test just so we can test out stability. DO NOT EXPECT WORKING FEATURES! You can log on... fight a bit but that's about ALL you can do. Do NOT expect anything fully completed.

WARNING:
The item/class swap npcs are not done (guy working on them hasn't been on yet today, I'll add them when they are ready) and as such I've ONLY added the main working classes. Namely: Monk, Ninja, Trojan and warriors.

ARCHERS AND TAO WILL NOT GAIN SKILLS OR GEARS! I DO NOT SUGGEST MAKING ONE. WAIT UNTIL WE DO OUR RANGED DMG UPGRADE

My reasoning for leaving them out is simply because I've never bothered fully coding mdef and I really don't want nubs going around doing crazy mdmg to everyone ok?

You can download the loader from

OR you can simply edit your conquer loader using the following information

Code:
[Loader]
IPAddress=64.191.11.24
LoginPort=9959
GamePort=5816
Website=http://www.hellmouthco.com

Your account is made when you first log in, a proper website will be made eventually but for the state the server is in right now I simply don't see a point.



LIST OF THINGS THAT ARE CONSIDERED WORKING!

-Arena: Ranks do not update instantly, this is normal. The wining player still sees the quit button (issue of me needing to log the winners packets)
-Arena Points: You can buy them for money if under 1,500 but I disabled the money cmd for now... We'll see if it needs to be re-added. Pking players will transfer arena points between you both. I may convert this to a temporary nobility system eventually but for now it's just fine as it is. I will add other methods of gaining arena points as the server progresses.
-Warehouses: They store money... items are just being finished up by arco in his free time. I'm staying out of warehouses for now personally
-Teams: Functional including team chat iirc
-Composition: Should work. I'll be ignoring the free items I'm giving out though
-Trade: Known issue: When one person cancels other window shows open.
-Monk Skills: Trip atk, palm and kick all work and oblivion is there for the status effect really
-Wep Skills: Single target wep skills such as nix are all coded
-Magic Skills: Single target magic skills such as thunder/tornado are coded
-Fb/SS: Done
-Herc/Tfb: Done, needs dmg tweak... I made it a bit too weak
-View Gears: Minor bug if someone is naked it doesn't show gear. Not a big issue
-Spawn Entities: Minor bug with the current map system that needs to be corrected... I'll change it back soon just more important things atm. If someone doesn't show just go offscreen/back.
-Shops: Buy/sell works... most shops aren't added in though.
-Status effects: They should all work just fine


MINOR KNOWN BUGS

When killing players with magic skills they don't display death effect (no clue why... I am sending atk packet type 14 and yet it doesn't display.. I may need to pair with a magic use packet. I'll look into it later

Ground items are not quite complete (they were done just not added all the functionality back into new map system lol!)



Please report any issues in this thread or on our forum () and offer any suggestions!


Fixes:
-Added fix for an issue that could possibly cause crash in the server processing thread (enumeration w/o locking is a baaad plan xD)
-Added Warrior starting gear/skills/profs
-Added Arena Npc and made it free pk
-Fixed bug in radiant palm where it would sometimes hit YOURSELF (lol)
-Nerfed Radiant palm dmg... it was super high.
-Removed trading/droping/minor composition using locked, bound or suspicious items.


Major bug:
Map system is all screwed up all of a sudden. It was never like this before but I'll re-code it when I have time.


<<<<EDIT>>>>

UPDATES:

Ok so I just took a bit of time to fix up some of the more glaring bugs occurring right now.

Map System: There were TONS of problems with adding/removing/spawning from map which was due to some buggy code I threw in there sometimes allowing multiple copies of the same object/etc. I've done a stopgap fix for now (it's not allowing multiple copies and is doing proper add/remove now). It's not ideal from an efficiency standpoint but unless we start having like 100 ppl online the difference will be un-noticeable.

PVP: As anyone who logged on knows, damage was wonky... Turns out I had dragon gems counting twice in the source which caused all sorts of boosted dmg. I've also wiped characters and reduced the gear you start with, boosted your starting vit significantly and also added a base dmg reducer for the time being.

Once we start allowing for people to customize their gear somewhat (IE: Events) I will remove the base dmg reducer (rigth now all dmg is cut in by 40 percent approximately).
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Old 01/14/2011, 06:09   #225
 
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Servers been a blast so far! Keep it up.
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